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63
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/ShaderPass.js
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63
HTML/ThreeJS/node_modules/three/examples/js/postprocessing/ShaderPass.js
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( function () {
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class ShaderPass extends THREE.Pass {
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constructor( shader, textureID ) {
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super();
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this.textureID = textureID !== undefined ? textureID : 'tDiffuse';
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if ( shader instanceof THREE.ShaderMaterial ) {
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this.uniforms = shader.uniforms;
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this.material = shader;
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} else if ( shader ) {
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, shader.defines ),
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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}
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this.fsQuad = new THREE.FullScreenQuad( this.material );
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}
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render( renderer, writeBuffer, readBuffer
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/*, deltaTime, maskActive */
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) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].value = readBuffer.texture;
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}
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this.fsQuad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer ); // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
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if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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this.fsQuad.render( renderer );
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}
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}
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}
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THREE.ShaderPass = ShaderPass;
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} )();
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